本文整理汇总了C++中MeshBuilder::SetColor方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::SetColor方法的具体用法?C++ MeshBuilder::SetColor怎么用?C++ MeshBuilder::SetColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder::SetColor方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/)
{
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
mesh->m_drawMode = drawMode;
MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender->Render();
delete mesh;
}
示例2: ImportVertex
//-----------------------------------------------------------------------------------
static void ImportVertex(MeshBuilder& builder, const Matrix4x4& transform, FbxMesh* mesh, int polyIndex, int vertIndex, std::vector<SkinWeight>& skinWeights)
{
Vector3 normal;
if (GetNormal(normal, transform, mesh, polyIndex, vertIndex))
{
builder.SetNormal(normal);
//Temporary hack to get around not supporting multiple vertex definitions
Vector3 bitangent = Vector3::UP;
if (normal == bitangent)
{
bitangent = Vector3::FORWARD;
}
Vector3 tangent = Vector3::Cross(bitangent, normal);
bitangent = Vector3::Cross(normal, tangent);
builder.SetTangent(tangent);
builder.SetBitangent(bitangent);
}
RGBA color;
if (GetColor(color, mesh, polyIndex, vertIndex))
{
builder.SetColor(color);
}
Vector2 uv;
if (GetUV(uv, mesh, polyIndex, vertIndex, 0))
{
builder.SetUV(uv);
}
//Set Skin Weights
int controlIndex = mesh->GetPolygonVertex(polyIndex, vertIndex);
if (controlIndex < skinWeights.size())
{
builder.SetBoneWeights(skinWeights[controlIndex].indices, skinWeights[controlIndex].weights);
builder.RenormalizeSkinWeights(); //Just to be safe.
}
else
{
builder.ClearBoneWeights();
}
Vector3 position;
if (GetPosition(&position, transform, mesh, polyIndex, vertIndex))
{
builder.AddVertex(position);
}
}
示例3: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
// if (!texture)
// {
// texture = m_defaultTexture;
// }
// BindTexture(*texture);
// glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_COLOR_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos);
// glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color);
// glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords);
//
// glDrawArrays(GetDrawMode(drawMode), 0, numVertexes);
//
// glDisableClientState(GL_VERTEX_ARRAY);
// glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// UnbindTexture();
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}
示例4: DrawVertexArrayModern
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}